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Super Smash Bros. Ultimate: Stage Creation Contest (Complete)

D

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Not like DK

I like not being sued to oblivion, thanks
Just do what ProtonJon does then and say "It's on like some copywritten catchphrase".

Of course it may not end up mattering. Donkey Kong has kept the lead for most of the poll but over the weekend other categories have been surging ahead. Fire Emblem is only 1 vote behind as of this post! If DK doesn't end up being Round 9 then I have a feeling that some of the contestants will be making their own DK Bongo's just to fill them with salt.
 

TheMarioaddict

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If DK doesn't end up being Round 9 then I have a feeling that some of the contestants will be making their own DK Bongo's just to fill them with salt.
Honestly, I'll be relieved because I've done basically no work on a DK stage yet.

Fire Emblem, on the other hand...
 
D

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Alright guys. Time for Round 9!

Winning the Poll at 6 votes, Round 9 is............


Donkey Kong

Donkey Kong Country, Donkey Kong 64, The Arcade game that made him a legend. Really the only thing not allowed is Donkey Kong themed levels in non-Donkey Kong games like Mario Kart.

And with that, on April 9th 2018, Round 9 has begun. You have until Friday April 13th to submit entries.

Good Luck!
 

Kevandre

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LET'S GO

Frantic Factory

(Donkey Kong 64)




Frantic Factory is the third level (Or fourth, depending on if you decide to glitch with Lanky Kong) in Donkey Kong 64. I know, it isn’t the first thing you think of when you think of Donkey Kong’s series, but we’ve had FIVE standard jungle levels that have come from this series, and I thought it was time for a change. When I was thinking of standouts from DK64, this is the first thing I thought of.


There are three main levels in this stage. The treadmill, the platforms and the blocks.


The top level is a treadmill that slowly moves your character left or right. The direction changes every five seconds or so, so it introduces an interesting battleground. It also makes it a little more difficult to camp up there.


The two black platforms are standard passable platforms that remain stationary.


The bottom bit of the level is made up of sturdy alphabet blocks from the original game, that the Kongs had to climb up quite a bit from this level. They are always in this formation. Well… For the most part.


Does one of them look a little… different and out of place to you?


That orange block is randomly assigned a location when you load up this stage. What does it do though? After 25 seconds of battle, you’ll start to hear a familiar tune as a handle on the box turns in the back…




It’s Mad Jack!
Mad Jack pops out of the Jack in the Box! If you’re standing on top of his box when he pops out like Megaman was, you’ll go flying! Generally not to your death though.

If you touch Jack while he’s out of his box, he will inflict some minor damage and knockback on you. He’s only there for about five seconds though before he returns and the whole process begins again.


As I said previously, Mad Jack’s box is assigned to one of the squares randomly as the map is loaded. If he has a free space immediately above him, he’ll make an appearance. If there’s another block on top of his box, he won’t come out at all in that match. His box is super bright and telegraphs a warning song when he’s about to appear so it should be tactically thought about and hopefully you won’t be caught unawares!


Other than that, this stage doesn’t have any other hazards. There are two gaps on either side of the stage, falling down there could be bad!


 

Jubileus57

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OK there is no way in hell I'll win on that one (playability be damned) but I'll propose that nonetheless as I think it'd be beautiful.
Presenting: the Snowmad's Island!



Origin: DKC: Tropical Freeze.

The layout is really simple. A large, techable platform in the middle, barrels at both sides and a moving platform hovering above à la Smashville.

DK stage contest.png


The unique aspect of this stage is... the graphics, which are just like the well-known (I guess) shadow stages in the latest DKC games. On it, the characters will appear as shadows, with one or several parts of their clothings/weaponry/jewels etc will appear in a solid color allowing one to see who is who (ex: Peach's dress, Bayonetta's guns, glasses and earrings,, Fox and Falco's fur, King Dedede's hammer...)

Of course, the Palette Swaps will get each a unique color. Also, some liberties might be taken for characters who change skin colour instead of clothes colour in their Palettes: for example Kirby's shoes would be the ones changing colors even if on other stages it is Kirby himself who changes colour, etc.

The background would of course be very, very light, hence the use of the Cliffside Slide level of the game which uses a lot of white, taking place in an avalanche. As such, distinguishing the characters from the background would be easy as pie.


Unlockable? Nope. This is the DK starter stage.

As for the music, I'd try to give it more eerie, mysterious musics instead of the usual badass ones (not all but most). There would be my selection (choosing was hard, DK games and Tropical Freeze especially have stellar soundtracks):

* The Snowmad's Theme - DKC: Tropical Freeze: https://www.youtube.com/watch?v=_HemiX9LfAM
* The Snowmad's Theme - Remix
* Mountaintop Tussle - DKC: Tropical Freeze: https://www.youtube.com/watch?v=p3qthkyioN8
* Gear Getaway - Super Smash Bros. 4 version: https://www.youtube.com/watch?v=5uEthyraKto
* Wing Ding - DKC: Tropical Freeze (either the original one or a remix. Or both): https://www.youtube.com/watch?v=tg8Wa3qieGU
* An obligatory Jungle Japes remix
* Aquaduct Assault - DKC: Tropical Freeze: https://www.youtube.com/watch?v=w8LdqmggjUE
* Northern Hemisphere - DKC (remix): https://www.youtube.com/watch?v=Ygz0iw2fD_o

There you go :D I'll probably get the boot for the playability factor but hey, I think it would be fun anyways.
 
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Kevandre

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OK there is no way in hell I'll win on that one (playability be damned) but I'll propose that nonetheless as I think it'd be beautiful.
Presenting: the Snowmad's Island!



Origin: DKC: Tropical Freeze.

The layout is really simple. A large, techable platform in the middle, barrels at both sides and a moving platform hovering above à la Smashville.

View attachment 141039

The unique aspect of this stage is... the graphics, which are just like the well-known (I guess) shadow stages in the latest DKC games. On it, the characters will appear as shadows, with one or several parts of their clothings/weaponry/jewels etc will appear in a solid color allowing one to see who is who (ex: Peach's dress, Bayonetta's guns, glasses and earrings,, Fox and Falco's fur, King Dedede's hammer...)

Of course, the Palette Swaps will get each a unique color. Also, some liberties might be taken for characters who change skin colour instead of clothes colour in their Palettes: for example Kirby's shoes would be the ones changing colors even if on other stages it is Kirby himself who changes colour, etc.

The background would of course be very, very light, hence the use of the Cliffside Slide level of the game which uses a lot of white, taking place in an avalanche. As such, distinguishing the characters from the background would be easy as pie.


Unlockable? Nope. This is the DK starter stage.

As for the music, I'd try to give it more eerie, mysterious musics instead of the usual badass ones (not all but most). There would be my selection (choosing was hard, DK games and Tropical Freeze especially have stellar soundtracks):

* The Snowmad's Theme - DKC: Tropical Freeze: https://www.youtube.com/watch?v=_HemiX9LfAM
* The Snowmad's Theme - Remix
* Mountaintop Tussle - DKC: Tropical Freeze: https://www.youtube.com/watch?v=p3qthkyioN8
* Gear Getaway - Super Smash Bros. 4 version: https://www.youtube.com/watch?v=5uEthyraKto
* Wing Ding - DKC: Tropical Freeze (either the original one or a remix. Or both): https://www.youtube.com/watch?v=tg8Wa3qieGU
* An obligatory Jungle Japes remix
* Aquaduct Assault - DKC: Tropical Freeze: https://www.youtube.com/watch?v=w8LdqmggjUE
* Northern Hemisphere - DKC (remix): https://www.youtube.com/watch?v=Ygz0iw2fD_o

There you go :D I'll probably get the boot for the playability factor but hey, I think it would be fun anyways.
:D

I'm glad someone else did this. I've made a few like this one before (Including the silhouettes from like 300+ characters in that style).

 
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TheMarioaddict

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So… I’m not super familiar with the Donkey Kong games. I mean, I played Donkey Kong Country Returns, but that’s where my knowledge ends. I’ve watched speedruns of some of the other games, though. I don’t remember many levels from those games, but I do recall one, so… guess I’ll base my stage off of that!

Ladies and gentlemen, welcome to Fungi Forest!


What? No, I DEFINITELY didn’t pick this stage because it’s the only one I remember because it was originally supposed to be in Banjo-Kazooie which makes it kinda memorable. You’re crazy.

Name of Stage:
Fungi Forest

Game of Origin:
Donkey Kong 64

Description of Stage:
The stage takes place in the first area of the forest. The two mushroom tops and the platform the birdhouse is on make up the playable space - the mushrooms are solid, while the birdhouse platform can be passed through from below, but not dropped through from above. All three platforms have grabbable ledges, too. Seems simple, right? Just you wait...

Gimmicks and Hazards of the Stage:
First off, you may have noticed those vines hanging below the birdhouse platform. They aren’t just for show! If a player jumps towards one, they can grab onto it, swing across, and jump off in true DK style!

Of course, that’s not the primary gimmick for this stage. No, the primary gimmick is much more interesting. You see, every 25 seconds or so, a cuckoo bird will pop out of the birdhouse. This doesn’t interact with the players, but it does signal an important shift - because around 5 seconds after the cuckoo starts crowing…



...the stage switches from Day to Night! When this happens, the vines will disappear. However, two clusters of bats will appear in their place! These bats act as passable platforms (passable from both directions, this time), and they slowly move up and down above their respective mushrooms. After another 25 seconds, the cuckoo will sound again, and another 5 seconds later, the stage will turn back to day, and the cycle will repeat.

Music:
Fungi Forest (Donkey Kong 64)
DK Rap (Donkey Kong 64)
Hideout Helm (Donkey Kong 64)
Aquatic Ambiance (Donkey Kong Country)
Mine Cart Madness (Donkey Kong Country)
Gangplank Galleon (Donkey Kong Country)
Stickerbrush Symphony (Donkey Kong Country 2)

Whew, I think I managed alright for a series I know little about! Hope you enjoy!
 

Kevandre

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I actually considered Fungi Forest, but generally by the time I get to that stage I've had my fill of DK64 and give up lol

There's just too much game
 
D

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The Poll for Round 10 is now up. As usual most of it stays the same. But taking the place of Donkey Kong as a voting option is Animal Crossing, Pikmin, and Earthbound. The first triple threat available for voting since Splatoon, ARMS, and Xenoblade.
 

TechPowah

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Completely honest, EarthBound could probably be a round unto itself, though I do like the idea of Pikmin and Animal Crossing being a bundle.
 

GolisoPower

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Stage Name:
Banana Hoard

Origin:
Donkey Kong Country

Description:
The most common target of the Kremlings, the Banana Hoard is full of DK’s precious bananas. The stage is similar to Battlefield, except the platforms (which are soft) are part of a pile of bananas two Metal Faces high, one and a half Ridleys wide at the bottom and two Ganondorfs wide at the top.

Gimmicks and Hazards:
After 30 seconds of battle time, a squad of Kremlings will appear and steal all the bananas over 10 seconds, leaving the stage similar to Final Destination. Over the course of 2 minutes after that, six sections of the banana pile will return from the top of the screen. The first part does as 18% damage and as much knockback as Ike’s fully charged Eruption while the last part does about as much damage as 8% damage and about as much knockback as Cloud’s normal Blade Beam. Each time a section of the pile drops, banana peels and banana foods will fly out and onto the stage to be used to trip opponents and heal players respectively.

Unlockable:
No.

Music:

King K Rool Battle Theme (DKC)
Snowmads Theme (DKC:TF)
DK Jungle (Mario Kart 8)
Donkey Kong Country Returns Theme (DKCR)
Cactus/Ghastly King Theme (Donkey Kong Jungle Beat)

Hope this does better than my dumb Donut Plains stage from the last round.
 
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Kevandre

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Stage Name:
Banana Hoard

Origin:
Donkey Kong Country

Description:
The most common target of the Kremlings, the Banana Hoard is full of DK’s precious bananas. The stage is similar to Battlefield, except the platforms (which are soft) are part of a pile of bananas two Metal Faces high, one and a half Ridleys wide at the bottom and two Ganondorfs wide at the top.

Gimmicks and Hazards:
After 30 seconds of battle time, a squad of Kremlings will appear and steal all the bananas over 10 seconds, leaving the stage similar to Final Destination. Over the course of 2 minutes after that, six sections of the banana pile will return from the top of the screen. The first part does as 18% damage and as much knockback as Ike’s fully charged Eruption while the last part does about as much damage as 8% damage and about as much knockback as Cloud’s normal Blade Beam. Each time a section of the pile drops, banana peels and banana foods will fly out and onto the stage to be used to trip opponents and heal players respectively.

Music:

King K Rool Battle Theme (DKC)
Snowmads Theme (DKC:TF)
DK Jungle (Mario Kart 8)
Donkey Kong Country Returns Theme (DKCR)
Cactus/Ghastly King Theme (Donkey Kong Jungle Beat)

Hope this does better than my dumb Donut Plains stage from the last round.
Can you do a mockup?
 

Kirby Dragons

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Time to make my debut.

Krazy Koaster
Krazy Koaster.PNG
Game of Origin: Donkey Kong Land 2
Songs: Disco Train
Flight of the Zinger
Steel Drum Rhumba
Bayou Boogie
Unlock Method: As :4diddy:, win a match where :4dk: is an opponent.

Mockup:
Krazy Koaster stage.png

Description: The stage is small. There are five platforms, all of which are tracks. The four outside tracks all come out of the sides of the stage. These tracks are a bit longer than they initially appear, but they're all still walk-offs. Every 10 seconds, Dixie Kong will ride by in a rollercoaster. hitting characters up and causing them 14 damage. This knockback is set. When Dixie Kong appears, there is a 63% chance she will ride in from the top left, and a 37% chance she'll ride in from the top right. If Dixie rides in from the top left, she won't hit until she's off the first platform. Additionally, she'll ride up the first platform slowly, giving a warning. If Dixie rides in from the top right, there is no warning; she'll just zip across the stage.

None of the platforms can be passed through.
 

AlphaSSB

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Name - Volcano Dome
Origin - Donkey Kong Country: Tropical Freeze
Gimmicks - Transitional, sliding ice, environmental destruction, momentum carrying platforms, aerial debris, lava exposure
Description: See below

Welcome to the Volcano Dome, the final location in Donkey Kong Country: Tropical Freeze where you square off against the game's main antagonist, Lord Fredrik. This final encounter starts with a cutscene where Donkey Kong and co confront Lord Fredrik, but before the fight begins, they all fall through the ice into the volcano that lies below. This simple scene made for huge potential as a stage in Smash Bros. Note that this unlockable stage does spoil the final boss fight for Donkey Kong Country: Tropical Freeze, so the rest of the post will be hidden within a spoiler tab. Even though the game is four years old, there's a lot of imagery and explaining to do with this one.

Volcano Dome is a transitional stage with two 'solid' phases and two 'transition' phases. The solid phases are illustrated above, with one phase taking place within the icy dome, and the other taking place within the actual volcano dome. These are simple images using existing screenshots to portray how it may look in actual gameplay. Note that the ice phase photo above is shown at an angle, both to give an idea of the stage's depth, and because there were no better angles I could find. All four phases have their own components that make them unique. These phases are known as "Ice Phase", "Fall Phase", "Lava Phase", and "Rise Phase". The following are mock-ups and in-depth explanations to each phase's components.

Phase I

Phase I, referred to as "Ice Phase", is the starting point for the stage. The solid black blocks represent solid platforms, taking place on Lord Fredrik's thrown. The cyan blue represents a solid icy surface, that fighters will slide on while running. Be careful not to slide too far, as there are walk-offs during this phase. The two thin black lines represent the top of the flagpoles as seen in the previous illustration. These platforms are unique, in that a fighter's momentum when landing on the platforms will move them to the size. As shown above, Falco comes in from the left (Shown by the green dashed line), causing the platform to shift to the right. In-game, this would show the flagpole tilting. In the background of the stage, Lord Fredrik will occasionally shoot a few ice balls, which freeze fighters on impact. However, as shown by Meta Knight, they can be hit, and used as a tool like that of the soccer ball item. Lastly, as shown underneath Donkey Kong himself, there is a crack in the ice. Ice balls shot from Lord Fredrik will do one point of damage to the ice, while a fighter in a tumbling animation will to two points, and a victim of a meteor smash will do three points. The latter two can be avoided if the fighter techs the landing. Once the ice has taken enough damage, it breaks, leading to the next phase.

Phase II

Phase II, referred to as "Fall Phase", takes place after the ice from the previous phase has been broken. The black blocks are larger now, showing the stage as a full platform now that the ice is gone. During this phase, gravity is a lot less strong, as everyone is falling down. The stage rocks back and forth slightly during this phase, and due to the stage moving downward, the flagpole platforms will not move upon being landed on. Rather, they will adjust to the tilt of the main stage, as shown by the dark grey dashed lines under them. This phase also has large debris crashing down with the stage, making themselves into aerial obstacles and platforms that cannot be fallen through. You can go under the stage during this phase, but it isn't recommended. Fall phase lasts 15-20 seconds before transitioning into the next phase.

Phase III

Phase III, referred to as "Lava Phase", takes place once the platform has fallen long enough during Fall Phase. Upon landing in the lava, any debris falling down with the main stage will continue to fall, either landing in the lave, or crashing upon the stage itself. During this phase, lava can be found to the left and right of the stage, functioning as another hazard. The flagpole platforms are now able to be moved due to player momentum. This is the most fundamentally simple phase, as after all the debris has fallen, all the fighters have to worry about is staying out of the lava. After about a minute, some bubbling occurs from underneath the stage, signifying the transition to the final phase.

Phase VI

Phase IV, referred to as "Rise Phase", is the last phase within Volcano Dome's rotation. This phase starts up with bubbling underneath the stage, then shortly after, a huge lava plume shoots the stage upward. The lava plume continues to carry the stage upward for about fifteen seconds. Due to the upward momentum, the flagpole platforms are moved far out to the sides, and are once again not affected by a fighter's momentum. During this phase, gravity is much more harsh, and any fighters in mid-air aren't going to be staying up there for long. After fifteen seconds, the lava plume dies out. The stage then stalls, and beings a mini-phase like that of the Fall Phase, though without the debris. The stage then comes back down for five seconds, freezing over due to the extreme cold during the brief fall. Upon landing, the stage is then stuck back in the ice, bringing the stage full circle.
Donkey Kong Country - Ice Cave Chant
-
Donkey Kong Country 2: Diddy Kong's Quest - Hothead Bop
-
Donkey Kong Country 3: Dixie Kong's Double Trouble - Big Boss Blues
-
Donkey Kong 64 - K. Rool Duel
-
Donkey Kong Jungle Beat - Aurora Glacier
-
Donkey Kong Jungle Beat - Grim Volcano
-
Donkey Kong Country Returns - Furious Fire
-
Donkey Kong Country Returns - Hot Rocket Barrel
-
Donkey Kong Country: Tropical Freeze - Scorch 'N' Torch
-
Donkey Kong Country: Tropical Freeze - Decisive Battle with Lord Fredrik
-

One may thing I'm a big DK fan based off the effort I put into this, but I'm actually not. Hell, I couldn't even finish the game this stage is based off of because the control scheme was so uncomfortable my hands began to cramp. I originally had a few ideas for a King K. Rool galleon stage, but figured that'd be a pretty popular one, so I decided against it. I may have gotten away with Bowser's Castle, but I don't think I was going to get away with King K. Rool. So, I decided to watch a few clips from a Tropical Freeze play through, and found my way to the confrontation cutscene with Lord Fredrik, where everyone crashes through the ice. Figured that would make for a very dynamic aspect for a stage, and so, here we are. Constructive criticism is welcome.
 
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Opossum

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Voted for Sonic stages next because I don't want to miss the Fire Emblem round and I'm trying to overcome a hardware issue that'd prevent me from making a stage for it. :p
 

Kevandre

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Voted for Sonic stages next because I don't want to miss the Fire Emblem round and I'm trying to overcome a hardware issue that'd prevent me from making a stage for it. :p
This treachery will not stand
 

Kevandre

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Fair enough. I'll change to Sonic too.

I had a Sonic stage but I'm not sure I'm satisfied with it. Might make a different one.
 
D

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Voted for Sonic stages next because I don't want to miss the Fire Emblem round and I'm trying to overcome a hardware issue that'd prevent me from making a stage for it. :p
Sorry to hear about your computer. Any idea roughly when it will be fixed?
 

Opossum

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Sorry to hear about your computer. Any idea roughly when it will be fixed?
Dropped it off today and they said it might take upward to a week, but potentially ten days. So basically I'd be forced to sit out the next voting cycle. :p
 

TechPowah

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Then let's not wait any longer, shall we?

Donkey Konga
Game of Origin: Donkey Konga <GC, 2003>
8 Player: No
Unlock Condition: Collect 20 CDs


Donkey Konga FINISHED.jpg


Don't let the simple layout of only two medium sized ground floors fool you, this stage will make you move like the best of them if you want to stay ahead of the game. This arena will play out like a traditional game of Donkey Konga, where you need to jump onto the bongos or in the air in time to the beat of the music. The notes that display on the music lanes will change depending on what song is set for the stage's My Music, so don't expect every fight here to go the same way twice if you like having lots of songs turned on.

Yellow Notes mean you must be standing on the left bongo to play it, Red Notes force you onto the right, Pink Notes let you chill on either bongo, and Blue Notes want you to jump into the air. If any particular note is stretched out on the track, you'll need to stay parked on a bongo or keep up in the air for the duration of the note for it to count.

While there's no penalty for not playing to the beat of the music, doin' it right will give you quite a bonus if you give life back to music. Whichever player plays the most correct notes in each short section of the lane will have spotlights shine down on them, acknowledging them as a music meister along with a boost to their character's stats.

Small aside, but when you play on this stage during training mode, all for music lanes will stay open regardless of how many CPUs you have in play, as an assumption that you'll want to have 4 characters at once.

Music:

Main Theme (Donkey Konga)

Song Select (Donkey Konga)

DK Rap (Melee Mix)

Jungle Japes Melee

King K. Rool / Ship Deck 2 (Brawl Mix)

Donkey Kong Arcade (Brawl Mix)

Opening - Donkey Kong (Brawl Mix)

Punch Bowl - Donkey Kong: Tropical Freeze

Jungle Beat Medley (all given new remixes):
- Dread Kong
- Karate Kong
- Sumo Kong
- Ghastly King

Credits - Donkey Kong: Jungle Beat
 
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D

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Okay guys. Round 9 is officially closed. See you on sunday for it's grades.
 

Kevandre

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Then let's not wait any longer, shall we?

Donkey Konga
Game of Origin: Donkey Konga <GC, 2003>
8 Player: No
Unlock Condition: Collect 20 CDs


View attachment 141378

Don't let the simple layout of only two medium sized ground floors fool you, this stage will make you move like the best of them if you want to stay ahead of the game. This arena will play out like a traditional game of Donkey Konga, where you need to jump onto the bongos or in the air in time to the beat of the music. The notes that display on the music lanes will change depending on what song is set for the stage's My Music, so don't expect every fight here to go the same way twice if you like having lots of songs turned on.

Yellow Notes mean you must be standing on the left bongo to play it, Red Notes force you onto the right, Pink Notes let you chill on either bongo, and Blue Notes want you to jump into the air. If any particular note is stretched out on the track, you'll need to stay parked on a bongo or keep up in the air for the duration of the note for it to count.

While there's no penalty for not playing to the beat of the music, doin' it right will give you quite a bonus if you give life back to music. Whichever player plays the most correct notes in each short section of the lane will have spotlights shine down on them, acknowledging them as a music meister along with a boost to their character's stats.

Small aside, but when you play on this stage during training mode, all for music lanes will stay open regardless of how many CPUs you have in play, as an assumption that you'll want to have 4 characters at once.

Music:

Main Theme (Donkey Konga)

Song Select (Donkey Konga)

DK Rap (Melee Mix)

Jungle Japes Melee

King K. Rool / Ship Deck 2 (Brawl Mix)

Donkey Kong Arcade (Brawl Mix)

Opening - Donkey Kong (Brawl Mix)

Punch Bowl - Donkey Kong: Tropical Freeze

Jungle Beat Medley (all given new remixes):
- Dread Kong
- Karate Kong
- Sumo Kong
- Ghastly King

Credits - Donkey Kong: Jungle Beat
I dunno man, is it really Donkey Konga if the music that plays on it doesn't include terrible covers of early 2000's alternative rock and Itsy Bitsy Spider?
 

Kevandre

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Looking at the song listings, I'm real irritated because the Euro versions has some actual like game music I'd want to play this with

I had Donkey Konga back in the day at like my 14th birthday and we played it a lot but oof my sister and I... we really hated those covers lol
 
D

Deleted member

Guest
Time for Round 9 Grades!

psb123's grades:

Frantic Factory by Kevandre:

Iconic Status: 4/5

DK64's a weird one for iconic status. I would say the game overall is iconic, some traits more than others, but in terms of the level's. They're unique but not some of the most recognizable DK locations. A 4 seems like a good score here.

Originality: 8/10

Setting is unique. And I like how Mad Jack is a small enough threat to be considered a regular hazard instead of a Boss hazard. Not a fan of how it's random on whether or not Mad Jack can even appear though. The setting is pretty basic too. Which isn't a bad thing all in all I just think it could to with a tad bit more flare.

Playability: 10/10

It's certainly a comfortable stage to have a fight on. Even when Mad Jack does appear he's not enough of a obstacle to a good fight for me to be concerned.

Overall Score: 22/25

Snowmad's Island by Jubileus57:

Iconic Status: 5/5

Well the game is called "Tropical Freeze" for a reason =P The Ice World may be the final world but it's what you've been working towards the whole game. And you've kind of known this would be an icy place since the beginning anyway. Based on the level chosen I kind of think that "Cliffside Slide" would have been a better name for the level but that's just a personal preference of mine. Not worth taking off any points.

Originality: 8/10

The Shadow silhouettes are a common idea in speculation sure. But they certainly bring a unique flare to the stage. I'm also a fan, and I mean a BIG fan of how the Avalanche is purely a background element. The layout could be spruced up however. It's basically Smashville with Barrels.

Playability: 7/10

I love the creativity brought to the table with the Shadow Silhouettes. But I fear for the functionality of them. Having each character be a shadow is really going to be a love it or hate it. Some people could work with it some people couldn't. To give credit where it's due though you not only gave some effort to making alternate character palettes be noticeable but you also picked probably the best location to use the Silhouettes with. The white background of cliffside slide just works better with the idea than something like sunset shore.

Overall Score: 20/25

Fungi Forest by TheMarioaddict:

Iconic Status: 4/5

Pretty the same positives and negatives as Kevandre's Frantic Factory idea. This one is at least slightly more notable though because of the fun fact of it originally being planned as a Banjo-Kazooie level.

Originality: 8/10

We've seen Day to Night cycles before but that element is kind of a must for this stage. The bat platforms are a nice touch too.

Playability: 9/10

Not bad all in all. Good size and no super powerful hazards. But I do think there's JUST enough of a lack of footing to prevent a perfect score.

Overall Score: 21/25

Banana Hoard by GolisoPower:

Iconic Status: 5/5

The Banana Hoard is a vital part of Donkey Kong Country for sure. It is pretty much the main plot device of most games in the series. Any DKC fan will know what this is.

Originality: 9/10

The way this stage functions is pretty clever I must say. Kremlings stealing Banana's, Banana's healing, Banana Peels being slippery. A lot of faithful Source Material References here. The only thing I don't like is how the layout is either Battlefield or Final Destination based on what point you are at in the fight. I think Platforms being randomly added to certain levels of stockpiles would have been better.

Playability: 5/10

The stage only suffers from one problem in this category but it's a big one. The Stockpiles of Banana's can cause too much damage when they fall. Truth be told, I don't think they should cause any damage during this.

Overall Score: 19/25

Crazy Coaster by Kirby Dragons:

Iconic Status: 2/5

I have no problem with giving some love to lesser known games like Donkey Kong Land. But because those titles are so obscure I have to score it low. The Mine Cart is the only thing here most people would recognize.

Originality: 7/10

Well it does do the standard stuff you'd expect for a Mine Cart Level. But the lack of footing isn't very original. Makes it kind of seem like pieces of track were just stuck in spots they could go. Plus I don't think Dixie Kong needed to be the one in the Mine Carts. It's true that she hasn't been confirmed to be playable yet but she is such a good character choice that I really don't think she should be stuck with a role like this. If you have to include someone in the Mine Carts, someone like Manky Kong probably would have been a better choice.

Playability: 3/10

The lack of being able to pass through the platforms leads to potential for getting stuck trying to recover due to the layout. The Mine Carts also appear too frequently. Especially for the amount of damage they do.

Overall Score: 12/25

Volcano Dome by AlphaSSB:

Iconic Status: 5/5

Sure Spoilers may be a thing. But this is the final showdown that the game sets forth as soon as it's opening cutscene. Plus it's an Ice Level when the name of the source game is Tropical Freeze. So it stands out pretty well for that too since a lot of People expect an Ice Level from that game. Even if this is part Lava Level as well.

Originality: 10/10

The quirky things this stage does ties in well to the source Material and gives a handful of fun new things we haven't seen in a Smash Stage yet. Like the Momentum on the Flagpoles.

Playability: 8/10

Some clarification on how much damage the debris does would have been appreciated. I also don't think it's necessary to alter gravity in the Rising and Falling phases. Other Stages have transitioned in a similar way before without setting such a handicap. Both are not the biggest deal though and everything else works out pretty well.

Overall Score: 23/25

Donkey Konga by TechPowah:

Iconic Status: 3/5

It is DK's Final Smash and it did lead to Jungle Beat which is a decently popular DK game. But the drums and the Rhythm games that came with them are kind of a niche thing of Nintendo's Past.

Originality: 10/10

Having to keep with the Rhythm of the music to gain a small power-up if you succeed but no penalty if you fail is a pretty creative idea. Sorry Rhythm Heaven. Donkey Kong beat you to it =P

Playability: 8/10

I can't award full points here because, well, it would be a tricky stage to have a proper match on. But I won't score it too low because I do realize that's the point. This stage is supposed to be a fun little niche stage to goof around on. It accomplishes it's goal in that regard. But we are still talking about Smash. Standard gameplay should be taken into account.

Overall Score: 21/25

Cosmic77's grades:

First off, I want to say that I'm extremely disappointed in you guys for not creating a stage based off of Autumn Heights in Tropical Freeze. That area was beautiful, and y'all should be ashamed of yourselves for not recognizing it as the only worthy candidate for this round.

"Frantic Factory" by Kevandre:


Iconic Status: 3/5

Honestly, this isn't the best area to represent the DK series. Frantic Factory isn't the most iconic area from DK64, and those who haven't played the game are probably going to have a hard time picturing this toy factory as a stage from the typical "jungles, trees, and vines" Donkey Kong games.


Originality: 5/10

I appreciate you trying to make a non-jungle DK stage, but I don't think you did nearly enough to make it stand out. The layout is pretty simple, and the only thing that really that catches my eye is the conveyor belt.

Mad Jack gives this stage a little more personality, but I wish you would've done more with him. Making it possible to where he might not come out at all during a match doesn't sit well with me. It might have helped your playability score, but it was at the expense of your originality score.

Playability: 10/10

As I already mentioned, your stage is simple. Nothing really poses as an issue with me.

Overall Score: 18/25

"Snowmad's Island" by Jubileus57:


Iconic Status: 5/5

Since this a notable part from the most recent DK game (which is soon to receive a port), I feel like this would be a very good area for a Smash stage, especially since the game put such a heavy emphasis on snow.

Originality: 10/10

You chose an excellent gimmick for this stage. The shadows are bound to make some interesting Smash battles, and players will probably love testing out every character on this stage to see what they'll look like. I feel like this is something that perfectly represents the last two DKC games.

Playability: 6/10

Obviously, I can't give you a perfect score with a gimmick like this. Without the full color, players are going to have a hard time getting their attacks to connect.

However, lucky for you the colors of this stage are very contrasting (black and white). If you had chosen literally any other shadow stage, I would have given you a much lower score.

Overall Score: 21/25

"Fungi Forest" by TheMarioAddict:


Iconic Status: 4/5

A little old, but it's still got its charm. Not what I would've picked, but I can't deny that people would still be able to tell this was a DK stage.

Originality: 8/10

The day to night gimmick isn't anything new, but the way you implemented it in front of the birdhouse clock really stood out to me. The bat platforms are also pretty cool, and that's something I never would've thought of for a nighttime shtick.

Playability: 8/10

The vines on your stage are the biggest thing that concerns me. Since the platform can be passed through, I feel like players on the birdhouse platform could harass those on the vines.

The overall layout looks a little cramped, but maybe that's because the Mario you used looks a little large.

Overall Score: 20/25

"Banana Hoard" by GolisoPower:


Iconic Status: 5/5

The Banana Hoard is one of the most important aspects of the DKC series. Definitely an icon for the franchise.

Originality: 8/10

I actually really like the gimmick you used. Having the Kremlings steal away the bananas (and in the process, the platforms) is a very unique idea.

The use of bananas as healing items and tripping items was also a nice touch.

Playability: 5/10

"The first part does as 18% damage and as much knockback as Ike’s fully charged Eruption."

I don't think I really need to explain much more. Man, you gotta be more lenient with the damage and knockback! The layout was fine, and I would've given you a higher score if it weren't for this.

Overall Score: 18/25

"Krazy Koaster" by Kirby Dragons:


Iconic Status: 2/5

It's from a game most people probably don't remember.
It's based off a rollercoaster.
It's so old it lacks color.

Honestly, the only thing that would lead me to believe this was a DK stage is the fact that Dixie herself is in it.

Originality: 9/10

Iconicness aside, the gimmick is pretty unique here. Fighting on the tracks of a rollercoaster while avoiding oncoming carts seems really creative. We also haven't had a amusement park-themed stage yet, so that's another bonus.

Now personally, I would've went with a mine cart stage, but that's completely irrelevant in your originality score.

Playability: 4/10

First, lets cover the platforms. There aren't many of them in this stage, and because none of them can be passed through, this stage seems very cramped. Early KOs seem like a glaring issue here.

Next, let's cover Dixie. Clarifying on how slowly she'll appear on the top track was appreciated, but having her spawn every ten seconds is way too excessive. It'll be impossible to have an actual match here with that little time. This stage will revolve more around dodging Dixie than it will with the actual fight.

Overall Score: 15/25

"Volcano Dome" by AlphaSSB:

Iconic Status: 5/5

I was considering knocking off a few points for making a stage based off the final boss, but since this game has been out for over four years, I think we're almost past the point of "Hey now! No spoilers!"

Originality: 10/10

The gimmick of your stage falling into lava fits in with the final boss cutscenes in Tropical Freeze. It's a simple yet charming callback that I'm sure those who have beaten the original game would appreciate.

The use of Lord Fredrick and the mechanics of the cracking ice was also a nice concept. Ties in perfectly with this stage.


Playability: 9/10

The many falling hazards in this stage concern me, especially in the "falling phase" and the beginning of the "lava phase". I would've like to have seen some clarification on how much damage the debris would cause if it crashed into a fighter.

Aside from that, I don't really have any huge issues with your stage. The layout is pretty big, and even though the first phase is a walk-off, that's only for one of the four phases.

Overall Score: 24/25


"Donkey Konga" by TechPowah:

Iconic Status: 5/5


You could've chose literally anything else, but this is what you went with!?

Regardless, DK's Final Smash is based off of this. Even if I didn't think it was iconic, I'd have a hard time arguing against that.


Originality: 10/10

...I'm sorry, but again, THIS is the stage you wanted to go with!? Were you pressed for time? We might be able to give you an extension.

Your concept of jumping to the beat was very original, and it fits right in with rhythm game that is Donkey Konga. This is one of those wonderfully weird stages that people would probably want to play on just because of how ridiculous it is.


Playability: 6/10

I'm gonna be honest, I have no idea on how to grade your stage for playability.

As far as the layout goes, there's only one thing that poses as an issue to me. How are the four bars at the top going to be displayed? Will the bars overlap the players, or will the players overlap the bars. If it's the former, then I could definitely see them getting in the way. If it's the latter, then players could get in the way of the bars, making it harder for others to keep with the beat.

Based on the image you provided, the rhythm game itself seems like it'd be nearly impossible to play for real. Aside from the fast speed, I can't see anyone being able to being able to keep up with the beat when they keep getting launched. I'm not really sure if a rhythm game like this would be possible in a game like Smash.

In the end, I included the practicality of the rhythm game in your score. Hopefully @psb123 will even things out by not including it in his score.


Overall Score: 21/25

Total Scores:


Kevandre: 40 points

Jubileus57: 41 points

TheMarioaddict: 41 points

GolisoPower: 37 points

Kirby Dragons: 27 points

AlphaSSB: 47 points

TechPowah: 42 points

The Winner is...........
Volcano Dome by AlphaSSB AlphaSSB

CONGRATULATIONS!!!!!!!!
 

AlphaSSB

Bring Back Star Fox
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My second go at the Stage Contest and I got 1st! Thank-you! Almost a perfect score to boot.

In response to the criticism, I agree with the concerns over the gravity during the 'Fall' and 'Rise' phases. If anything, these phases could work like how the Pirate Stage does when the ship is lifted and dropped by the hurricane. As for the falling debris, crashing onto fighters would deal maybe 15% worth of damage, with decent knockback. Probably wouldn't be lethal until the 150%-200% range.

Already getting ideas together for Sonic stages. Being closer to than the Sonic series than Donkey Kong, I feel like I'll have a lot more to work with, ha.
 

TheMarioaddict

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Yeah, that's fair. I'm pleased with the score I got, given how little I know of Donkey Kong. Congrats to AlphaSSB!

Just as one note though:

The vines on your stage are the biggest thing that concerns me. Since the platform can be passed through, I feel like players on the birdhouse platform could harass those on the vines.
That's not quite true. I'm pretty sure I mentioned this in the post, but to be clearer; the birdhouse platform can only be passed through from below - it can't be dropped through from above. Like the base platform in Halberd.
 
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D

Deleted member

Guest
*Be me
*Realize this topic was a thing
*Looks and sees intresting designs and ideas
*Creative users... I like it
*Sees i missed Zelda week
*Not too upset, already have my wind waker stage in smash already so i do-
*Sees i missed mario kart week
*Cries in corner
*Sees winner of that week
*Tears of joy
*Sees sonic is next week
* Runs to computer to make my stage idea.
 

TechPowah

Smash Ace
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Donkey Konga was the stage I was going with since before the round started
it was ingrained into my skull the moment i thought of it
:y

oh, I will say that the music tracks would be behind the characters, and that it would go at a slow enough pace for the players to realistically play along to the rhythm game. the large amount of notes in the pic is just artistic liberty, and also because I didn't wanna not include all of the different note types, besides stretched notes.
 
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D

Deleted member

Guest
*Be me
*Realize this topic was a thing
*Looks and sees intresting designs and ideas
*Creative users... I like it
*Sees i missed Zelda week
*Not too upset, already have my wind waker stage in smash already so i do-
*Sees i missed mario kart week
*Cries in corner
*Sees winner of that week
*Tears of joy
*Sees sonic is next week
* Runs to computer to make my stage idea.
You're always welcome to submit your Zelda and Mario Kart ideas for fun if you so wish.

BTW, that image in your signature has a severe lack of Aang, Katara, Zuko, Mako, and Bolin.
 

Jubileus57

Smash Ace
Joined
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Messages
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The moment I saw AlphaSSB AlphaSSB 's stage I knew he'd win xD Congratz!!!!

Sadly I'll have to sit out the next round as I know NOTHING about Sonic (and missed lots of rounds of series I like like Zelda or Kirby :cry:)
 
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